﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using SSP;

namespace SSPDemo
{
    class Soldier : SSPCharacter
    {
        public Soldier()
            {
                idle = new SSPSprite("soldier_idle", 2, 2, 0, .1, true);
                walk = new SSPSprite("soldier_walk", 2, 2, 0, .1, true);
                attack = new SSPSprite("soldier_attack", 2, 2, 0, .1, true);
                dead = new SSPSprite("soldier_dead", 2, 2, 0, .1, false);

                idle.visible = true;
                walk.visible = false;
                attack.visible = false;
                dead.visible = false;

                idle.isSpecial = true;
                walk.isSpecial = true;
                attack.isSpecial = true;
                dead.isSpecial = true;

                idle.anchorPoint = new Vector2(idle.anchorPoint.X, idle.height);
                walk.anchorPoint = new Vector2(walk.anchorPoint.X, walk.height);
                attack.anchorPoint = new Vector2(attack.anchorPoint.X, attack.height);
                dead.anchorPoint = new Vector2(idle.anchorPoint.X, dead.height);

                range = 300;
                damage = 1;
                health = 1;
                type = "soldier";
            }

        public override void MoveRight()
        {
            attack.visible = false;
            idle.visible = false;
            walk.visible = true;
            walk.flipX = true;
            dead.visible = false;
        }

        public override void MoveLeft()
        {
            attack.visible = false;
            idle.visible = false;
            walk.visible = true;
            walk.flipX = false;
            dead.visible = false;
        }
    }
}
